Wyvern Sting no longer has a Focus cost, and its cooldown is now 45 seconds (was 60 seconds).

Glyph of Marked for Death has been removed, and its effects are now baseline.

New Glyph: Glyph of Liberation. This glyph now causes Disengage to heal the Hunter for 5% of maximum health when used.

Mage

Invocation now removes Evocation cooldown and reduces its channeling time and duration by 50%. A completed Evocation now grants 15% increased damage (was 25%) for 1 minute (was 40 seconds) after an Evocation is completed. Passive mana regeneration is reduced by 50% only while Invoker's Energy is active.

Frostbolt now deals 24% more damage, but its debuff no longer increases subsequent Frostbolt damage.

Water Elemental

Freeze no longer does damage, and only provides Fingers of Frost on a successful freeze.

Monk

New Level 60 Talent: Ring of Peace

Ring of Peace forms a 8 yard Sanctuary around the target for 8 seconds, causing all enemies in the area of effect to be silenced and disarmed.

New Windwalker and Brewmaster ability added at level 30: Nimble Brew. Nimble Brew removes all stun, fear, and root effects, and reduces the duration of those effects if they are re-applied by 60% for 6 seconds. It has a 2 minute cooldown.

Chi Wave now does 100% more damage and healing, and no longer costs Chi, but now has a 15 second cooldown.

Zen Sphere now has a limit of 2 (was 1), now detonates when either the recipient reaches 35% health or the Zen Sphere is dispelled, and no longer costs Chi.

Chi Burst now does 100% more damage and healing, no longer costs Chi, and now has a 30 second cooldown.

Healing Sphere will now heal for 50% of their original value if they expire without being picked up. This healing will factor in relevant Mastery.

Xuen will now fixate on the Monk's original target.

Windwalker

New Level 75 Ability: Storm, Earth and Fire

The Windwalker can summon up to two elemental duplicates that mirror damaging abilities that the Monk uses while they are active. For each spirit summoned, the Monk's damage is reduced: 1 spirit causes the Monk and the spirit to deal 60% of the Monk's normal damage, while 2 spirits will cause the Monk and both active spirits to deal 40% of the Monk's normal damage. Each spirit lasts until the ability is canceled, or that spirit's target dies or otherwise becomes unavailable.

Combo Breaker is now a passive ability granted at level 15 that grants a 12% chance to make the Monk's next Blackout Kick or Tiger Palm cost no Chi.

New Mastery: Bottled Fury -- Increases the damage bonus provided by Tigereye Brew by .2% per Mastery per stack.

Tigereye Brew now increases damage by 1% per stack (was 2%), but is now improved by Bottled Fury.

Power Word: Solace replaces Holy Fire. It deals the same damage and interacts with other spells and abilities in the same manner, but is instant, costs no mana, and restores 1% of maximum mana on each cast.

Deadly Throw can now interrupt spellcasting when used at 3, 4, and 5 combo points, and upon interrupt prevents any spell in that school from being cast for 4, 5 and 6 seconds respectively (was 5 combo points and 6 seconds).

Nerve Strike now reduces the effectiveness of healing provided by the target by 25%.

Sanguinary Vein now increases the damage the target takes by 20% (was 16%).

Warlock

The Felhunter ability Spell Lock is now an interrupt, and no longer applies a 3 second blanket Silence.

Blood Fear has been redesigned. This ability is now cast on the Warlock, and causes melee attacks that strike within the next 60 seconds to Fear the attacker. When cast, the ability has 1 Charge, costs 20% health to activate, and has a 30 second cooldown.

Glyph of Death from Above no longer increases the damage dealt by Heroic Leap.

Arms

Taste for Blood has been redesigned. It now causes the Warrior to gain 2 stacks of Overpower (maximum of 5 stacks) when Mortal Strike deals damage or the target dodges, and no longer interacts with Heroic Strike. It now requires level 20 (was level 50).

Shout out too Lunor for being the most amazing friend one can have.Shout out too Hyuru the most amazing, friendly and nice person ive met on AJ
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Blood Fear:Instantly strike fear in the enemy, causing it to flee for up to 20 sec. Replaces Fear.While active, any time an enemy melee attack deals damage to the caster they will become afflicted by Fear. 1 charge. Lasts 1 min.

Second Wind: Whenever you are below 35% health, you regenerate 3%2% health per second. Whenever you are struck by a Stun or Immobilize effect, you generate 2015 Rage over 10 sec.

Shockwave: Sends a wave of force in a frontal cone before you, causing (75 / 100 * AP) damage and stunning all enemy targets within 10 yards for 4 sec. Causing damage to 3 or more targets lowers the cooldown of the next Shockwave by 20 sec.

Storm Bolt: Hurl your weapon at an enemy, causing 100%125% weapon damage and stunning the target for 3 sec. Deals an additional 300%375% weapon damage to targets that are permanently immune to stuns.

Blood Fear:Instantly strike fear in the enemy, causing it to flee for up to 20 sec. Replaces Fear.While active, any time an enemy melee attack deals damage to the caster they will become afflicted by Fear. 1 charge. Lasts 1 min.

Second Wind: Whenever you are below 35% health, you regenerate 3%2% health per second. Whenever you are struck by a Stun or Immobilize effect, you generate 2015 Rage over 10 sec.

Shockwave: Sends a wave of force in a frontal cone before you, causing (75 / 100 * AP) damage and stunning all enemy targets within 10 yards for 4 sec. Causing damage to 3 or more targets lowers the cooldown of the next Shockwave by 20 sec.

Storm Bolt: Hurl your weapon at an enemy, causing 100%125% weapon damage and stunning the target for 3 sec. Deals an additional 300%375% weapon damage to targets that are permanently immune to stuns.

so yea blood fear needed to be reworked but holy hell this is a horrible way of doing it.

Lets say I'm getting trained by warrior/dk for instance I wanna use my new blood fear and it rngs the warrior who's just going to enrage it. I just burned 80k HP to do what again? Popping defensives shouldn't require the loss of health. This expansion has been nothing but gutting abilities so hard they are not worth getting anymore but you have to because the other two talents in that tier is garbage.Will it be possible to cast fear in this current state of game via all the stuns, blankets, tremor, shocks, los, ect ect.'

I see alot of other nerfs out there that will hurt some classes and I still see one class flying under the radar once again.